Addition of PhysicalSkillCriticalRate effect.
Contributed by nasseka.
This commit is contained in:
@@ -260,6 +260,7 @@ public class EffectMasterHandler
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EffectHandler.getInstance().registerHandler("PhysicalEvasion", PhysicalEvasion::new);
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EffectHandler.getInstance().registerHandler("PhysicalMute", PhysicalMute::new);
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EffectHandler.getInstance().registerHandler("PhysicalShieldAngleAll", PhysicalShieldAngleAll::new);
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EffectHandler.getInstance().registerHandler("PhysicalSkillCriticalRate", PhysicalSkillCriticalRate::new);
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EffectHandler.getInstance().registerHandler("PhysicalSkillPower", PhysicalSkillPower::new);
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EffectHandler.getInstance().registerHandler("PhysicalSoulAttack", PhysicalSoulAttack::new);
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EffectHandler.getInstance().registerHandler("PkCount", PkCount::new);
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@@ -47,7 +47,7 @@ public class EnergyAttack extends AbstractEffect
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public EnergyAttack(StatSet params)
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{
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_power = params.getDouble("power", 0);
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_criticalChance = params.getInt("criticalChance", 0);
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_criticalChance = params.getInt("criticalChance", 10);
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_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
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_overHit = params.getBoolean("overHit", false);
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_chargeConsume = params.getInt("chargeConsume", 0);
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@@ -57,7 +57,7 @@ public class PhysicalAttack extends AbstractEffect
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_power = params.getDouble("power", 0);
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_pAtkMod = params.getDouble("pAtkMod", 1.0);
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_pDefMod = params.getDouble("pDefMod", 1.0);
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_criticalChance = params.getDouble("criticalChance", 0);
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_criticalChance = params.getDouble("criticalChance", 10);
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_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
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_overHit = params.getBoolean("overHit", false);
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final String abnormals = params.getString("abnormalType", null);
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@@ -134,7 +134,7 @@ public class PhysicalAttack extends AbstractEffect
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}
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double damage = 1;
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final boolean critical = Formulas.calcCrit(_criticalChance, effected, effector, skill);
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final boolean critical = Formulas.calcCrit(_criticalChance, effector, effected, skill);
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if (defence != -1)
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{
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@@ -50,7 +50,7 @@ public class PhysicalAttackWeaponBonus extends AbstractEffect
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public PhysicalAttackWeaponBonus(StatSet params)
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{
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_power = params.getDouble("power", 0);
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_criticalChance = params.getDouble("criticalChance", 0);
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_criticalChance = params.getDouble("criticalChance", 10);
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_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
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_overHit = params.getBoolean("overHit", false);
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_pDefMod = params.getDouble("pDefMod", 1.0);
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@@ -0,0 +1,31 @@
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.effecthandlers;
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import org.l2jmobius.gameserver.model.StatSet;
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import org.l2jmobius.gameserver.model.stats.Stat;
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/**
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* @author NasSeKa
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*/
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public class PhysicalSkillCriticalRate extends AbstractStatPercentEffect
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{
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public PhysicalSkillCriticalRate(StatSet params)
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{
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super(params, Stat.CRITICAL_RATE_SKILL);
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}
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}
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@@ -25,7 +25,7 @@
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<amount>100</amount>
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<mode>DIFF</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>30</amount>
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<mode>PER</mode>
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</effect>
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@@ -75,7 +75,7 @@
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<amount>500</amount>
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<mode>DIFF</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>50</amount>
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<mode>PER</mode>
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</effect>
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@@ -128,10 +128,6 @@
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<amount>30</amount>
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<mode>PER</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<amount>30</amount>
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<mode>PER</mode>
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</effect>
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<effect name="AttackTrait">
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<DRAGON_WEAKNESS>100</DRAGON_WEAKNESS>
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</effect>
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@@ -659,7 +659,6 @@
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="PhysicalDefence" fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3020">
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<amount>
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@@ -755,7 +754,6 @@
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>60</criticalChance>
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</effect>
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<effect name="PhysicalAttackSpeed">
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<amount>-20</amount>
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@@ -849,7 +847,6 @@
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<value level="8">20253</value>
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<value fromLevel="4" toLevel="8" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="PhysicalDefence" fromLevel="4" toLevel="8" fromSubLevel="3001" toSubLevel="3020">
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<amount>
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@@ -941,7 +938,6 @@
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<value level="10">16349</value>
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<value fromLevel="6" toLevel="10" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="BlockActions">
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<allowedSkills>10279;10517;10025;10776;11770;1904;11264;11093;13314;1912</allowedSkills>
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@@ -1041,7 +1037,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>
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@@ -1134,7 +1130,6 @@
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<value level="11">25756</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="PhysicalDefence" fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3020">
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<amount>
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@@ -6023,7 +6018,7 @@
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<value fromLevel="2" toLevel="6" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</power>
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<criticalChance>
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<value fromLevel="1" toLevel="6">15</value>
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<value fromLevel="1" toLevel="6">10</value>
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<value fromLevel="2" toLevel="6" fromSubLevel="2001" toSubLevel="2020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<pDefMod>
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@@ -723,7 +723,6 @@
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<value level="11">22603</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1020">{base + base / 100 * subIndex}</value>
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</power>
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<criticalChance>5</criticalChance>
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<overHit>true</overHit>
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</effect>
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<effect name="PhysicalDefence">
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@@ -825,7 +824,7 @@
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<ignoreShieldDefence>true</ignoreShieldDefence>
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<chargeConsume>3</chargeConsume>
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<criticalChance>
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<value fromLevel="1" toLevel="11">3</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2020">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -920,7 +919,6 @@
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</power>
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<ignoreShieldDefence>true</ignoreShieldDefence>
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<chargeConsume>3</chargeConsume>
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<criticalChance>3</criticalChance>
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<overHit>true</overHit>
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</effect>
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<effect name="KnockBack">
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@@ -1138,7 +1136,6 @@
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1020">{base + base / 100 * subIndex}</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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<BLUNT>0.9</BLUNT>
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<SWORD>0.9</SWORD>
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<POLE>1.5</POLE>
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@@ -1482,7 +1479,6 @@
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<value level="10">17055</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>3</criticalChance>
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<chargeConsume>3</chargeConsume>
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</effect>
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<effect name="Speed">
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@@ -1856,7 +1852,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="4">5</value>
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<value fromLevel="1" toLevel="4">10</value>
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<value fromLevel="1" toLevel="4" fromSubLevel="2001" toSubLevel="2020">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -2202,7 +2198,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="5">5</value>
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<value fromLevel="1" toLevel="5">10</value>
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<value fromLevel="1" toLevel="5" fromSubLevel="2001" toSubLevel="2020">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -2573,7 +2569,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2020">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -809,7 +809,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="7">15</value>
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<value fromLevel="1" toLevel="7">10</value>
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<value fromLevel="3" toLevel="7" fromSubLevel="2001" toSubLevel="2020">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -969,7 +969,6 @@
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<value fromLevel="3" toLevel="7" fromSubLevel="1001" toSubLevel="1020">{base + base / 100 * subIndex}</value>
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</power>
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<ignoreShieldDefence>true</ignoreShieldDefence>
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<criticalChance>15</criticalChance>
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<overHit>true</overHit>
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</effect>
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<effect name="BlockActions">
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@@ -1225,11 +1224,9 @@
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<value level="7">29911</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="EnergyAttack">
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<chargeConsume>3</chargeConsume>
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<criticalChance>15</criticalChance>
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<power>
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<value level="1">9180</value>
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<value level="2">9710</value>
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@@ -1382,7 +1379,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="7">15</value>
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<value fromLevel="1" toLevel="7">10</value>
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<value fromLevel="3" toLevel="7" fromSubLevel="3001" toSubLevel="3020">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>0.7</pDefMod>
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@@ -1431,7 +1428,7 @@
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<item>DUAL</item>
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</weaponType>
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</effect>
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<effect name="CriticalRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>20</amount>
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<mode>PER</mode>
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</effect>
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@@ -400,7 +400,7 @@
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<amount>100</amount>
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<mode>PER</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>10</amount>
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<mode>PER</mode>
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</effect>
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@@ -80,7 +80,7 @@
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<amount>30</amount>
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<mode>PER</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>
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<value level="1">10</value>
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<value level="2">11</value>
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@@ -888,7 +888,7 @@
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<amount>100</amount>
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<mode>PER</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>10</amount>
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<mode>PER</mode>
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</effect>
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@@ -1227,7 +1227,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2020">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -1330,7 +1330,6 @@
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1020">{base + base / 100 * subIndex}</value>
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</power>
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<overHit>true</overHit>
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<criticalChance>5</criticalChance>
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</effect>
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<effect name="KnockBack">
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<speed>500</speed>
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@@ -1424,7 +1423,7 @@
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<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1020">{base + base / 100 * subIndex}</value>
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</power>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2020">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -1740,7 +1739,7 @@
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<value fromLevel="4" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + base / 100 * subIndex}</value>
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</power>
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<criticalChance>
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<value fromLevel="1" toLevel="9">5</value>
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<value fromLevel="1" toLevel="9">10</value>
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<value fromLevel="4" toLevel="9" fromSubLevel="3001" toSubLevel="3020">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<overHit>true</overHit>
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@@ -1841,7 +1840,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3020">{base + base / 100 * subIndex}</value>
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</criticalChance>
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</effect>
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@@ -1937,7 +1936,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2020">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -2029,7 +2028,7 @@
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</power>
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<overHit>true</overHit>
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<criticalChance>
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<value fromLevel="1" toLevel="11">5</value>
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<value fromLevel="1" toLevel="11">10</value>
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<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2020">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -2477,7 +2476,7 @@
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<value fromLevel="5" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + base / 100 * subIndex}</value>
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</power>
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<criticalChance>
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<value fromLevel="1" toLevel="9">5</value>
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<value fromLevel="1" toLevel="9">10</value>
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<value fromLevel="7" toLevel="9" fromSubLevel="3001" toSubLevel="3020">{base + base / 100 * subIndex}</value>
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</criticalChance>
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</effect>
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@@ -2530,7 +2529,7 @@
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<value fromLevel="1" toLevel="4" fromSubLevel="1001" toSubLevel="1020">{base + base / 100 * subIndex}</value>
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</power>
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<criticalChance>
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<value fromLevel="1" toLevel="4">5</value>
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<value fromLevel="1" toLevel="4">10</value>
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<value fromLevel="1" toLevel="4" fromSubLevel="2001" toSubLevel="2020">{base + base / 100 * subIndex}</value>
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</criticalChance>
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<pDefMod>
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@@ -411,7 +411,7 @@
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<amount>15</amount>
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<mode>PER</mode>
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</effect>
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<effect name="SkillMasteryRate">
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<effect name="PhysicalSkillCriticalRate">
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<amount>15</amount>
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<mode>PER</mode>
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</effect>
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@@ -570,7 +570,6 @@
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||||
<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1020">{base + base / 100 * subIndex}</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>5</criticalChance>
|
||||
<pDefMod>
|
||||
<value fromLevel="1" toLevel="11">1</value>
|
||||
<value fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3020">{0.99 - 0.006 * (subIndex - 1)}</value>
|
||||
@@ -686,7 +685,6 @@
|
||||
<value fromLevel="7" toLevel="11" fromSubLevel="1001" toSubLevel="1020">{base + base / 100 * subIndex}</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>5</criticalChance>
|
||||
<pDefMod>
|
||||
<value fromLevel="1" toLevel="11">1</value>
|
||||
<value fromLevel="7" toLevel="11" fromSubLevel="3001" toSubLevel="3020">{0.99 - 0.006 * (subIndex - 1)}</value>
|
||||
@@ -3281,7 +3279,7 @@
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="4">5</value>
|
||||
<value fromLevel="1" toLevel="4">10</value>
|
||||
<value fromLevel="1" toLevel="4" fromSubLevel="3001" toSubLevel="3020">{base + base / 100 * subIndex}</value>
|
||||
</criticalChance>
|
||||
</effect>
|
||||
|
||||
@@ -3004,7 +3004,7 @@
|
||||
<icon>icon.skill3238</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">0.55</value>
|
||||
<value level="2">0.65</value>
|
||||
|
||||
@@ -1818,7 +1818,7 @@
|
||||
<icon>icon.ensoul_big_p</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value fromLevel="1" toLevel="15">{5+index}</value>
|
||||
</amount>
|
||||
@@ -2114,7 +2114,7 @@
|
||||
</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">3</value>
|
||||
<value fromLevel="2" toLevel="3">4</value>
|
||||
@@ -2280,7 +2280,7 @@
|
||||
</amount>
|
||||
<mode>DIFF</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">3</value>
|
||||
<value fromLevel="2" toLevel="3">4</value>
|
||||
@@ -2948,7 +2948,7 @@
|
||||
</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">3</value>
|
||||
<value fromLevel="2" toLevel="3">4</value>
|
||||
|
||||
@@ -540,7 +540,7 @@
|
||||
<icon>icon.skill0193</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">5</value>
|
||||
<value level="2">10</value>
|
||||
|
||||
@@ -1619,7 +1619,7 @@
|
||||
<icon>icon.skill1532</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>10</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
@@ -1708,7 +1708,7 @@
|
||||
<icon>icon.skill0193</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">3</value>
|
||||
<value level="2">6</value>
|
||||
|
||||
@@ -1237,7 +1237,6 @@
|
||||
<value level="8">20666</value>
|
||||
<value level="9">23468</value>
|
||||
</power>
|
||||
<criticalChance>5</criticalChance>
|
||||
</effect>
|
||||
</effects>
|
||||
</skill>
|
||||
@@ -1296,7 +1295,6 @@
|
||||
<value level="5">40289</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<chance>90</chance>
|
||||
</effect>
|
||||
<effect name="PullBack">
|
||||
<speed>600</speed>
|
||||
@@ -1363,7 +1361,6 @@
|
||||
<value level="5">47711</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<chance>90</chance>
|
||||
</effect>
|
||||
<effect name="PullBack">
|
||||
<speed>600</speed>
|
||||
@@ -1430,7 +1427,6 @@
|
||||
<value level="5">47711</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<chance>90</chance>
|
||||
</effect>
|
||||
<effect name="PullBack">
|
||||
<speed>600</speed>
|
||||
@@ -1493,7 +1489,6 @@
|
||||
<value level="4">45591</value>
|
||||
<value level="5">47711</value>
|
||||
</power>
|
||||
<criticalChance>5</criticalChance>
|
||||
</effect>
|
||||
</effects>
|
||||
</skill>
|
||||
@@ -1606,7 +1601,6 @@
|
||||
<value level="5">47711</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>5</criticalChance>
|
||||
</effect>
|
||||
<effect name="AddHate">
|
||||
<power>
|
||||
@@ -1696,7 +1690,6 @@
|
||||
<value level="9">16349</value>
|
||||
</power>
|
||||
<overHit>true</overHit>
|
||||
<chance>90</chance>
|
||||
</effect>
|
||||
<effect name="PullBack">
|
||||
<speed>600</speed>
|
||||
@@ -1869,7 +1862,6 @@
|
||||
<value level="8">15623</value>
|
||||
<value level="9">16349</value>
|
||||
</power>
|
||||
<criticalChance>5</criticalChance>
|
||||
</effect>
|
||||
</effects>
|
||||
</skill>
|
||||
|
||||
@@ -1103,7 +1103,7 @@
|
||||
</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">15</value>
|
||||
<value level="2">16</value>
|
||||
|
||||
@@ -222,7 +222,7 @@
|
||||
<icon>BranchIcon.icon.g_bm_cloak_mineral_normal</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">0.9</value>
|
||||
<value level="2">1</value>
|
||||
@@ -1272,7 +1272,7 @@
|
||||
<icon>BranchIcon.icon.g_bm_cloak_mineral_normal</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">0.9</value>
|
||||
<value level="2">1</value>
|
||||
|
||||
@@ -1429,7 +1429,7 @@
|
||||
<icon>BranchIcon.icon.g_bm_sag_agathion_charm</icon>
|
||||
<operateType>P</operateType>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">0</value>
|
||||
<value level="2">1</value>
|
||||
|
||||
@@ -122,7 +122,7 @@
|
||||
<value fromLevel="24" toLevel="28" fromSubLevel="1001" toSubLevel="1020">{base + base / 100 * subIndex}</value>
|
||||
</power>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="28">15</value>
|
||||
<value fromLevel="1" toLevel="28">10</value>
|
||||
<value fromLevel="24" toLevel="28" fromSubLevel="3001" toSubLevel="3020">{base + base / 100 * subIndex}</value>
|
||||
</criticalChance> <!-- Unconfirmed -->
|
||||
<abnormalType>STUN</abnormalType>
|
||||
@@ -257,7 +257,7 @@
|
||||
<pDefMod>0.7</pDefMod>
|
||||
<overHit>true</overHit>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="27">15</value>
|
||||
<value fromLevel="1" toLevel="27">10</value>
|
||||
<value fromLevel="23" toLevel="27" fromSubLevel="2001" toSubLevel="2020">{base + base / 100 * subIndex}</value>
|
||||
</criticalChance>
|
||||
</effect>
|
||||
@@ -427,7 +427,7 @@
|
||||
</power>
|
||||
<ignoreShieldDefence>true</ignoreShieldDefence>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="11">15</value>
|
||||
<value fromLevel="1" toLevel="11">10</value>
|
||||
<value fromLevel="7" toLevel="11" fromSubLevel="2001" toSubLevel="2020">{base + base / 100 * subIndex}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -513,7 +513,7 @@
|
||||
</power>
|
||||
<pDefMod>0.5</pDefMod>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="16">15</value>
|
||||
<value fromLevel="1" toLevel="16">10</value>
|
||||
<value fromLevel="12" toLevel="11" fromSubLevel="2001" toSubLevel="2020">{base + base / 100 * subIndex}</value>
|
||||
</criticalChance>
|
||||
<overHit>true</overHit>
|
||||
@@ -588,7 +588,6 @@
|
||||
<value level="10">42343</value>
|
||||
<value fromLevel="6" toLevel="10" fromSubLevel="1001" toSubLevel="1020">{base + base / 100 * subIndex}</value>
|
||||
</power>
|
||||
<criticalChance>15</criticalChance>
|
||||
</effect>
|
||||
<effect name="PullBack">
|
||||
<type>THROW_UP</type>
|
||||
@@ -687,7 +686,6 @@
|
||||
<value level="14">52917</value>
|
||||
<value fromLevel="10" toLevel="14" fromSubLevel="1001" toSubLevel="1020">{base + base / 100 * subIndex}</value>
|
||||
</power>
|
||||
<criticalChance>15</criticalChance> <!-- Unconfirmed -->
|
||||
</effect>
|
||||
<effect name="KnockBack">
|
||||
<speed>400</speed>
|
||||
@@ -1759,7 +1757,7 @@
|
||||
</amount>
|
||||
<mode>DIFF</mode>
|
||||
</effect>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">10</value>
|
||||
<value level="2">20</value>
|
||||
@@ -2532,7 +2530,7 @@
|
||||
</power>
|
||||
<pDefMod>0.5</pDefMod>
|
||||
<criticalChance>
|
||||
<value fromLevel="1" toLevel="4">15</value> <!-- Guessed -->
|
||||
<value fromLevel="1" toLevel="4">10</value>
|
||||
<value fromLevel="1" toLevel="4" fromSubLevel="1001" toSubLevel="1020">{base + base / 100 * subIndex}</value>
|
||||
</criticalChance>
|
||||
</effect>
|
||||
|
||||
@@ -52,7 +52,7 @@
|
||||
<effectPoint>2</effectPoint>
|
||||
<isMagic>3</isMagic>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>1</amount>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
|
||||
@@ -1173,7 +1173,7 @@
|
||||
<operateType>P</operateType>
|
||||
<magicCriticalRate>5</magicCriticalRate>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalRate">
|
||||
<amount>
|
||||
<value level="1">0</value>
|
||||
<value level="2">1</value>
|
||||
|
||||
@@ -2751,7 +2751,7 @@
|
||||
<magicCriticalRate>5</magicCriticalRate>
|
||||
<magicLevel>80</magicLevel>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="PhysicalSkillCriticalrate">
|
||||
<amount>
|
||||
<value level="1">0</value>
|
||||
<value level="2">1</value>
|
||||
@@ -2765,7 +2765,6 @@
|
||||
<value level="10">8</value>
|
||||
<value level="11">10</value>
|
||||
</amount>
|
||||
<magicType>0</magicType>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
</effects>
|
||||
@@ -2777,7 +2776,7 @@
|
||||
<magicCriticalRate>5</magicCriticalRate>
|
||||
<magicLevel>80</magicLevel>
|
||||
<effects>
|
||||
<effect name="SkillMasteryRate">
|
||||
<effect name="MagicCriticalRate">
|
||||
<amount>
|
||||
<value level="1">0</value>
|
||||
<value level="2">1</value>
|
||||
@@ -2791,7 +2790,6 @@
|
||||
<value level="10">8</value>
|
||||
<value level="11">10</value>
|
||||
</amount>
|
||||
<magicType>1</magicType>
|
||||
<mode>PER</mode>
|
||||
</effect>
|
||||
</effects>
|
||||
|
||||
@@ -230,6 +230,7 @@ PhysicalDefence: P. Def stat.
|
||||
PhysicalEvasion: P. Evasion stat.
|
||||
PhysicalMute: Prevents the usage of physical skills. Shield Slam.
|
||||
PhysicalShieldAngleAll: Causes the shield to block at 360 degree angle.
|
||||
PhysicalSkillCriticalRate: Physical skill critical rate stat. (l2jmobius)
|
||||
PhysicalSkillPower: Physical Skill Power stat (use only MUL).
|
||||
PhysicalSoulAttack: Physical attack depending on souls.
|
||||
PkCount: Increases PK kills.
|
||||
@@ -298,7 +299,7 @@ SilentMove: Prevents aggressive mobs from attacking you when entering aggression
|
||||
SkillCriticalDamage: Skill critical damage stat.
|
||||
SkillEvasion: Skill evasion stat.
|
||||
SkillMastery: Activates double debuff or cooldown reset critical based on the specified stat.
|
||||
SkillMasteryRate: Skill critical rate stat.
|
||||
SkillMasteryRate: Bonus chance for skill mastery stat.
|
||||
SkillPowerAdd: Adds set ammount of power to skills (use only DIFF). (l2jmobius)
|
||||
SkillTurning: Stops target's casting.
|
||||
SkillTurningOverTime: Stops target's casting at a fixed rate.
|
||||
|
||||
Reference in New Issue
Block a user